Janna The Storm's Fury

Support/Bot

1350

585

Tailwind

Increases the movement speed of all allied champions by 3%. This bonus is lost while Janna is dead.

Howling Gale

Active: Janna summons a mighty whirlwind. She can activate the spell again to release the storm. On release the storm will fly in the direction it was cast, dealing magic damage to enemies and knocking them into the air. The damage done, knock up duration and distance traveled by the whirlwind increase for each second it channels to a maximum of 3.
Range: 1100-1700
Knockup Duration: 0.8-1. 1 seconds
Cost: 90/105/120/135/150 mana
Cooldown: 14/13/12/11/10 seconds
Magic Damage: 60/85/110/135/160 (+0.75 per ability power)
Additional Damage: 25/30/40/50/60 per second charging
Maximum damage: 135/175/230/285/340 (+0.75 per ability power)

Zephyr

Passive: Janna summons an air elemental that increases her movement speed and enables her to pass through units.
Active: Janna launches her elemental to deal magic damage and slow an enemys movement speed for 3 seconds. The passive is not active while the ability is on cooldown.
Range: 600
Movement Speed Bonus: 4/7/10/13/16 %
Cost: 40/50/60/70/80 mana
Cooldown: 12/11/10/9/8 seconds
Magic Damage: 60/115/170/225/280 (+0.6 per ability power)
Slow: 24/30/36/42/48 %

Don't try with The Storm's Fury

Item builds

Why those items?

Starting items:
I've heard about new meta buying only wards and pots for first items. It's not effective, and I'm gonna show you why. While supporting and putting wards, you always check how much of them you have and decide where you should place them. The more wards you got, the more you will place, no matter if they are really needed or not. It is a big waste of gold. As support, you don't have enough gold to waste it. Faerie Charm as starting item will help you to stay in lane longer and it will be build up to philosopher stone, first, and the most important item to buy on Janna. With masteries that I suggested, you have gold for buying two health potions. With this option, you should be able to survive even the hardest lanes until ward will disappear.
If you know that you are a counter against your enemies, you can also start with Boots of Speed and two wards. It's a really offensive tactic.
Core items:
Two of my core items are gold-per-ten stuff. I'm not a fan of sighstone meta on all supports. Buying five wards in a slot instead of 2-3 with some hp is not effective on range support wich will anyways die fast. Janna don't need more survival items than some health points from Zeke's or Shurelya's. Boots of Swiftness is also a core item to Janna. Why those boots instead of popular Ionians? Let's see how much cooldown reduction we can get from items: 10% from Shurelya's, 20% from Zeke's, 10% from Locket of the Iron Solari. It's already a cap of cooldown reduction. I know it is not easy to end build as a support and in fact you will still have about 20% cd reduction. The reason why I recommend Boots of Swiftness is that, Janna have good cooldowns by her own, you can nearly spam you shield especially with Chalice of Harmony or already ended Mikael's Crucible and endless mana. Bonus movement from those boots is making Janna the fastest champion in whole League, superior kiter and uncatchable opponent.
Defensive items:
Those are items for a game when your team didn't pick any tanky champion, and you all have to derping around with no idea what next. Janna can be one who engage a teamfight. Combination of flash in -> ult -> run to your carry, can separate enemies carries from their support and tank. They are becoming easy targets to your team. This is the only situation when i really recommend Sightstone. Mikael's Crucible is a "must have" item on any ranged support. Using this active can decide of victory or lose in teamfights. Try to use it on tank when he is on low hp, or on your carry like a cleanse. This item got rather long cd, so do not use it on yourself. As a support you are not worth it. Locket of Iron Solari is a occasional item and I don't think it will be really helpful in matched games.
Offensive items:
Those are items that will help chase and put down enemies who are not a serious danger to your carry. Long ranged aura of Zeke's Herald gives your adc superior damage boost while rushed after core items and very helpful bonus to life steal. It's a "must have" item in full ad teams. I think I don't need to comment why i recommend Shurelya's so let's move on to Twin Shadows. Many people can ask why Twin Shadows, not Shard of True Ice. This second item still gives bonus gold and got a slowing active, just like a Twin Shadows. The reason is bonus movement speed. Janna should be fast as a wind, this is her best side. The other reason is that for Shard you have to stand close to enemies to apply slow. Twin Shadows got enough range and gives vision when wards are gone.
Endgame items:
The best items for Janna are combine from offensive and defensive. Most of supports have their role they are offensive or defensive. Janna is both in one champion. It just depends on play style. The best Janna player will use both sides of this champion making her unable to counter, catch or kill. With Twin Shadows Janna can easily ward whole map without help from her team. Using all actives gives you more options to support your team, catch runners and end game with no taking risk. This Ruby Sighstone I placed in build is not necessary. It can be also a free slot for five wards after each back.
Possibly:
Those are items good for Janna support in really strange situations. An experienced player will know how to use them and when build them.
Eventualy:
With heal/cv - it's a perfect item.

Skillorder

Supporting is easy.

Eye Of The Storm (E) is Janna's strongest supporting ability. Many people could ask why i chose it first instead of AoE cc from Howling Gale (Q)? I just don't think only about lane, I want to help jungler by shielding him and giving a bit of bonus attack damage. Shield is also a great harass ability in early game. Shield yourself and hit enemy adc few times. Even is he will revenge with the same, you lose less hp. In case of invade I would recommend taking Zephyr (W) first. Skillshot can always be missed, even by the best players, especially chanelled one, like Howling Gale. Better be sure that you will hit enemy, get assist, slow him down and kill, instead of hoping you won't fail skill.
Maxing skills also depends on game. Hards lanes makes you max [E] first. For some situations I like to max [W] and [E] in the same time for bonus slow and damage to harass. [Q] is always the last to max. It is an AoE skill, so you could steal minions from adc is maxed, also the only thing is growing with maxing is dmg and a bit of reduce cd. Not much looking at other skills. Easy lanes i would max [W] always one point more than [E]. Ultimate whenever it's possible, cooldown for strongest cc is always needed.

Summoner spells

Old meta attack!

Flash makes op combo with ultimate. Use is wisely.
Exhaust can help you win bot fights, chase down enemies and help survive your adc.
Clairvoyance is an old meta spell that I really like to use. It helps a lot a good jungler who will able to use it correctly. Now you can safely spot enemies jungle, scout them, when they try to hide in bush while fighting, and control all buffs spawning. Also usable in dragon/baron fights when enemies puts vision wards.
Heal is another usable skill for Janna. In case of your adc take exhaust and your jungler is low.

Runes

All you need is damage. Trust me.

Runes on support matter only in early game, so lets see what we need here?
Attack damage helps us harass with auto in more effective way. Enemies don't have enough armor to care about penetration, so focus on pure ad. You fight against ad champion and a support, who will probably do the same as you, harass with auto. (Yeah, even melee, if he is good enough) Armor is the best option for seals. Glyphs are for ability power, this will make your skills more effective. This few more points in shield or damage from other abilities can decide about lose or win lane. As a Quints I recommend full movement speed. Fast as a wind Janna, and show must go on. Try it, and you will never ask why.

Masteries are synergy.

No long comments here. Just take a look, because all of those masteries fits in build, spells, masteries and even skillorder I recommended.
I will use this place as last notes from author.
I'm Yoruma, from platform EU West, and I main Janna since season 1. I played her not only support but on every role viable in game. I tested nearly all builds and guides that exists. If anyone will want to know more about this champion, try me, got a question about play style or something that i forgot in this guide - text me, I will answer as soon as possible. You can also add me on skype (yamijo_31) if you don't have an account on EU West.
The reason I decided to wright this guide is that I saw too much people who lame hard as my main and favorite champion in League.
Good luck on Fields of Justice, Summoners!
(and sorry for my bad English ;_;)